Difference between revisions of "Bone Shaker (mission)"

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(Snall fixes in the strategy section here and there to make it more detailed and easier to understand)
(See also)
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== See also ==
 
== See also ==
* [[:File:Mvm bigrock advanced2.txt|The pop file for Bone Shaker]]
+
* [[:File:Mvm bigrock advanced2.txt|Mission popfile for Bone Shaker]]
 
* [[Bigrock]]
 
* [[Bigrock]]
 
* [[Benign Infiltration (mission)]]
 
* [[Benign Infiltration (mission)]]

Revision as of 06:08, 21 August 2023

Bone Shaker
Basic Information
Name: Bone Shaker

File name:

mvm_bigrock_advanced2
Developer(s): Valve
Map: Bigrock
Mission type: Invasion
Waves: 8
Difficulty: Advanced
Starting credits: 1200
Maximum possible credits: 8850
Minimum respawn wave time: 2
Maximum respawn wave time: 4
Fixed respawn time: No
Tour: Mecha Engine
Sentry Buster spawn time: 5 seconds
Sentry Buster respawn time: 20 seconds

Bone Shaker is an advanced invasion mission available on the Bigrock map.

Waves

Sub-wave Class Count Delay(s) Credits
Wave 1 (900 Credits)
1A-1
Scout
Easy 1/2 Melee only 5 20 40 0 3 150
1A-2
Heavy
Easy 8 8 24 4 0 100
1B
Soldier
Easy 5 10 30 0 7 200
1C
Heavy
1/2 Easy
1/2 Hard
9 9 27 5 0 150
Support
Demoknight
Hard 5 10 50 4 15 300
Spy
Expert 4 60 60
Engineer
Expert 1 60 60
Wave 2 (800 Credits)
2
Tank
35,000 1 1 1 5 250
Heavy
Expert Takes path "special_main_left" 5 5 10 30 0 150
Soldier buff
Normal Pictogram plus.png Spawns with full rage

Pictogram plus.png +800%
Heavy
Heavy
Heavy
Hard
Heavy
Expert Takes path "special_main_right" 5 5 10 60 0 150
Heavy
Heavy
Heavy
Heavy
Easy
Support
Scout
Easy 8 8 60 0 35 250
Sniper
Hard Vision range 3000 2 75 20
Engineer
Expert 1 60 60
Wave 3 (900 Credits)
3A-1
Scout giant fast
Easy 1 1 4 5 30 150
3A-2
Heavy
Hard 5 5 5 10 0 50
3B-1
Scout giant fast
Easy 2 2 6 20 30 150
3B-2
Heavy
Easy 2 8 32 0 5 200
Demoman

Type 1
Expert 1 6 6 25 25 100
Support
Demoman
Easy 8 8 56 0 30 250
Sniper
Hard Vision range 3000 2 90 20
Wave 4 (1050 Credits)
4A-1
Pyro
Easy 5 10 70 0 2 350
Bonk scout
Hard Melee only 6 6 42 5 0 150
Soldier
Hard Pictogram plus.png 100% crit chance

Pictogram minus.png -10% damage penalty
5 10 15 160 1 100
4A-2
Tank
40,000 1 1 1 40 0 200
4B
Scout giant fast
Easy 1 1 2 20 0 150
Support
Spy
Expert 2 60 30
Engineer
Expert 1 60 60
Bonk scout
Hard Melee only
Flank defenders's left
5 5 50 140 10 100
Wave 5 (1100 Credits)
5A-1
Pyro
Hard 3 12 30 0 5 200
Medic uber
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
5A-2
Soldier
Easy 9 9 18 12 0 150
5B
Heavy deflector
Expert 1/2 Takes path "special_main_right"
1/2 Takes path "special_main_left"
1 4 4 7 12 150
5C
Heavy deflector
Expert 3 12 12 35 9 150
Medic uber
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
Bowman
Hard Pictogram plus.png 100% crit chance

Pictogram plus.png +80% faster reload rate
3 18 18 35 0 150
Support
Engineer
Expert 1 60 60
Sniper
Hard Vision range 3000 4 90 20
Soldier
Hard Begins after 5A-2 has finished spawning 5 5 35 5 0 300
Wave 6 (1200 Credits)
6A-1
Bonk scout
Hard Melee only
Pictogram plus.png 100% crit chance
10 20 50 0 15 300
6A-2
Heavy
Expert 2 4 4 0 80 200
Medic
Expert
6B
Soldier spammer

Type 2
Expert Takes path "special_main_right" 2 4 4 30 80 200
Medic
Expert
Soldier spammer

Type 2
Expert Takes path "special_main_left" 2 4 4 50 80 200
Medic
Expert
6C
Heavy
Hard 2 18 24 10 7 200
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
6D
Pyro
Hard 2 22 22 30 0 100
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
Support
Sydney sniper
Hard Vision range 3000 4 60 30
Wave 7 (1000 Credits)
7A-1
Tank
40,000 1 2 2 0 30 250
7A-2
Soldier
Hard 2 10 20 40 5 100
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
7B
Bonk scout
Hard Melee only
Pictogram plus.png 100% crit chance
10 10 10 0 30 50
Demoman

Type 1
Expert 1 7 7 0 5 150
7C-1
Bowman
Hard 6 12 12 0 2 50
7C-2
Soldier infinite
Expert 6 18 18 0 10 100
Heavy
Expert
Medic uber

Über Medic
Normal Pictogram plus.png Spawns with full Über

Pictogram plus.png +400% ÜberCharge rate
Pictogram minus.png -90% heal rate
Pictogram minus.png -3 seconds Über duration
7D
Heavy
Hard 1/2 Takes path "special_main_right"
1/2 Takes path "special_main_left"
10 20 30 0 15 100
Tank
46,000 1 1 15 200
Support
Engineer
Expert 1 60 60
Spy
Expert 2 120 25
Wave 8 (0 Credits)
8
Heavy chief

Captain Punch
60,000 HP
Expert 1 1 1 0 0 0
Support
Spy
Expert 10 5 20
Sniper
Hard Vision range 2500 6 20 20

Basic Strategies

The first wave includes large groups of Heavy robots at the beginning and end of the wave, but also support from the Demoknights. Use weapons that do splash damage like Rocket Launchers to take care of them quickly.

In the second wave the tank appears. Although its health pool is less compared to the tanks in Broken Parts, teams should ideally send two players to eliminate the tank while the rest of the team concentrates fire on the robots. Giant Heavies in this wave are accompanied by Buff Banner Soldiers, and should be the main target for rapid destruction.

The third wave sends out several Super Scouts, which will spawn only one at a time at the beginning of the wave, several Giant Demomen and large support of Heavies and Demomen. Use slowdown and/or bodyblocking to destroy Giant Scouts fast enough. In the last part of the wave, when all Heavy robots will die, three pairs of Super Scouts will appear in quick succession. Do your best to destroy them as fast as you can. Engineer bots won’t appear during this wave.

It is recommended to buy fire resistance before starting the fourth wave, as Pyro robots will appear in large numbers. However, these robots cannot deflect projectiles and are much easier to destroy. A tank appears when most of Pyro-bots will be dead. Use your upgraded firepower to take care of the tank faster. The last part of this wave includes two Super Scouts and several crit-boosted Soldier-bots. Upgrading crit resistance will help a lot.

It is recommended that teams have a Medic killer to destroy Uber Medics on the fifth wave. Each player should also put some money into resistances before starting this wave. Large amount of Soldiers, Giant Deflector Heavies and crit-boosted Bowmen can easily make short work of you. It is also recommended for teams to have a Heavy to destroy Giants faster.

Be extremely careful when fighting Giant Medics on the sixth wave, especially if they are healing Giant Burst Fire Soldiers. Their ÜberCharges can refill their patient's lost health nearly instantaneously and make them indestructible for eight seconds, making them extremely dangerous. Consider having a Demoman or Sniper for Uber Medics, and maybe a Spy for the Giant Medics. Rapid-fire classes can accidentally trigger the Übercharge of both Medic types in this wave.

Consider having a Pyro with maximum upgraded Flamethrower damage for the seventh wave due to large amount of tanks. With the Pyro focusing tanks completely, your team can focus on the incoming bots. With a large amount of money at this stage, this wave shouldn’t be too difficult and having a Sniper or Demo to kill Uber Medics will be helpful.

The eighth and final wave introduces Captain Punch, a Giant version of Steel Gauntlet with a very large health pool, health regeneration and Fists of Steel that can instantly kill any player, so don’t get too close to it. Use your firepower and Crit Canteens to destroy this boss robot as fast as possible, but beware of support Snipers and Spies.

See also